I can get there!(Athletics) – Maiko gains a +1 bonus on rolls to overcome zone barriers in combat, and an additional +1 if it’s made as a supplemental action prior to an attack.

Monkey with a Wrench (Craftmanship) - Maiko gains +1 to take something apart, and gets it disassembled one time increment faster.

Read the Surface(Empathy): Maiko can get a sense of someone quickly when trying to “read” them. Her first attempt to read someone takes less than a minute of interaction, instead of the usual ten. Subsequent efforts to read do not gain this benefit.

Personal Magnetism(Presence): Maiko has a calm confidence that others find appealing. When rolling presence to establish a “passive” reaction to her, make the roll at +2

The Weight of Reputation(Presence): Maiko’s reputation is such that it puts her in an easy position of power. People in power are good at scaring folks who aren’t. She may use her Presence instead of intimidation to scare someone, provided the target knows of her and her “rep”.

Off-hand Weapon Training: Maiko knows how to fight more effectively with two weapons in hand. Normally, you may only take the damage bonus from one weapon on a successful hit; with this stunt Maiko may add half the second weapon’s bonus as well (round up)

Riposte: On a successful defense with weapons, Maiko may sacrifice her next action to make that defense into an immediate and automatically successful attack.

Wall of Death: Maiko’s skill with weapons is such that she can attack several opponents at once, creating a veritable “Wall of Death” around her. This allows her to use the weapons skill to make spray attacks with her melee weapon of choice against opponents that are in her zone.

Counselor(Empathy): Typhenon can use his Empathy to justify another's recovery from moderate or severe mental or social consequences, provided he has time and opportunity to provide them with his councelling.

Occultist (Elohim) - Typhenon gains +1 to Lore when researching Elohim and an additional +1 when researching angels due to his little black book.

Best Foot Fowards(Rapport) - People like Typhenon, epsecially when he's delibrately trying to make a good impression. He receieves +1 on his roll to make a good first impression and failing this roll will never give him a negative temp aspect or make the situation worse. (Huh… maybe I should give him Personal Magnetism (see Maiko) instead?)

Doctor (Scholarship) - Typhenon may use his scholarship to justify recovery from a moderate physical consequences when outside a medical facility, or a severe one when within a medical facility. For research purposes, he gains +1 to scholarship when doing medical research and receieves an additional +1 in (a specific area of medicine; trauma? )

Powers:

Magic of the Three (-4) (Sponsored Magic)
Marked by Power(The Three) (-1)

If Typh's aspects were difficulty, KKK's are even worse. And if his skills seem like they should be higher, it's because it needed to be a legal skillset, he cannot have any more skills at Superb without more at Great, wihout more at Good, without more at Fair. He's literally stacked as much towards high skills as he can without picking up more skills.

Interestingly, due to the nature of the system, KKK ends up being a much better caster, comparitivly speaking. Partially this is due to his blood magic actually representing the full array of things he does with it in this system

Name: Kukulkan
High Concept: Champion of the Wyld Sun
Trouble: The Madness Within

Other Aspects: Blessed by the Light (Has some gifts from the Three), No Patience for Pleasantries, Dragon Warden (Has no trouble standing up against something much more powerful than him), Demon Hunter(basically favoured enemy) (One other)
Stress Tracks

Corner of my Eye(Alertness) - When success rolling alertness to passively pick up details, gain an additional 2 shifts. This reflects the ability to pick up on more pieces of information, but does not improve on the depth of that information (which would take thigns into the realm of investigation)

Unshakable (Discipline) - When defending against social or mental attacks with Discipline, any of KKK's aspects (such as consequences or otehr temporary or permenant aspects) that get tagged only provide a +1 (instead of the usual +2). If the attacker chooses to tag for a reroll, you may "lock down" one of their dice, leaving him with only the other 3 to reroll.

No Pain, No Gain (Endurance) KKK may take two additional physical consequences.

Tireless (Endurance) KKK's Endurance is considered Fantastic whenever it might restrict, compliment or otherwise modify another skill. This has no effect when endurance is rolled directly, however.

Subtle Menace(Intimidate) When the context of power is absent, or the victim of an intimidate check is actually in a superior position, they gain no advantage bonus.

Quick Eye(Investigation) When examining a location for clues, KKK's first investigation roll to determine deeper details about the scene is two time increments faster than usual.